D3D : Make sure there's only one g_pVertexBuffer
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@ -117,7 +117,7 @@ static XTL::X_D3DIndexBuffer *g_pIndexBuffer = NULL; // current active in
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static DWORD g_dwBaseVertexIndex = 0;// current active index buffer base index
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static DWORD g_dwBaseVertexIndex = 0;// current active index buffer base index
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// current active vertex stream
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// current active vertex stream
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static XTL::X_D3DVertexBuffer *g_pVertexBuffer = NULL; // current active vertex buffer
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extern XTL::X_D3DVertexBuffer *g_pVertexBuffer = NULL; // current active vertex buffer
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static XTL::IDirect3DVertexBuffer8 *g_pDummyBuffer = NULL; // Dummy buffer, used to set unused stream sources with
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static XTL::IDirect3DVertexBuffer8 *g_pDummyBuffer = NULL; // Dummy buffer, used to set unused stream sources with
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static DWORD g_dwLastSetStream = 0; // The last stream set by D3DDevice::SetStreamSource
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static DWORD g_dwLastSetStream = 0; // The last stream set by D3DDevice::SetStreamSource
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@ -53,7 +53,6 @@ XTL::X_D3DPRIMITIVETYPE XTL::g_IVBPrimitiveType = XTL::X_D3DPT_INVALID;
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UINT XTL::g_IVBTblOffs = 0;
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UINT XTL::g_IVBTblOffs = 0;
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struct XTL::_D3DIVB *XTL::g_IVBTable = 0;
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struct XTL::_D3DIVB *XTL::g_IVBTable = 0;
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extern DWORD XTL::g_IVBFVF = 0;
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extern DWORD XTL::g_IVBFVF = 0;
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extern XTL::X_D3DVertexBuffer *g_pVertexBuffer = NULL;
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extern DWORD XTL::g_dwPrimPerFrame = 0;
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extern DWORD XTL::g_dwPrimPerFrame = 0;
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static unsigned int crctab[256];
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static unsigned int crctab[256];
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@ -57,5 +57,6 @@ extern DWORD g_CurrentVertexShader;
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extern XTL::PIXEL_SHADER * g_CurrentPixelShader;
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extern XTL::PIXEL_SHADER * g_CurrentPixelShader;
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extern BOOL g_bFakePixelShaderLoaded;
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extern BOOL g_bFakePixelShaderLoaded;
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extern BOOL g_bIsFauxFullscreen;
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extern BOOL g_bIsFauxFullscreen;
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extern XTL::X_D3DVertexBuffer *g_pVertexBuffer;
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#endif
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#endif
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